Dec. 22nd - Holiday Update

NEW CONTENT

5 New Historical Skin Sets - 1x each faction, UGC historical skin sets created by community modders Starbuck and Georider added to the in-game store from the curated pathway on the Steam Workshop. 35% of all revenue generated from these skins sets goes back to the community!

USF - Olive Drab

Soviet - Red Army

OKW - Three-Color Ambush

British - Assorted Armor Division

Wehrmacht - Armor Division

5 New Faceplates - 1x each faction, UGC faceplates created by community modder RitaRush added to the in-game store from the curated pathway on the Steam Workshop. 35% of all revenue generated from these faceplates goes back to the community!

1 New 1v1 Map - The community-made map and grand prize winner of Tric's Map Making contest, Halbe, has made its way into COH2's 1v1 automatch and custom games list. This map was created by community map maker, Beagletank

4 New 2v2 Maps - The community-map spotlight shines on the 2v2 gamemode this month with 4 new community-made maps making their way into the automatch and custom games list.

MARCH 28th UPDATE

After over three months of countless posts of forum feedback, numerous surveys and tournaments, and over 10 mod iterations, the final changes put forward in the Winter Balance Preview are ready to be released into the live game.

A massive thank you goes out to community members Mr. Smith, Callum from GeneralsGentlemen, and Miragefla that put in countless hours to make the following balance changes possible. But of course, they did not do it alone. Community members such as Nacho, Cruzz, Le Saucisson Masqué, Capiqua, Osinyagov, and Planet Smasher were instrumental in identifying and helping fix bugs as well as implementing multiple QoL features, top players in the community were crucial for providing high level balance critique and of course the constant vigilance of the entire community that playtested the mod and provided ongoing feedback over these past few months made the iteration process possible. For all your efforts and dedication, we thank you.

As a refresher, the changes below were designed to target specific dominate meta in order eliminate default build orders and promoting strategic diversity. The scope of this patch was focused around two primary pillars: Light Vehicle Play and Infantry Scaling, as well as, two secondary areas of Dominate Meta: Soviet Guards and Penals, and the USF Mortar. Finally, a number of Quality of Life changes such as Squad Formations and “Ghosting” have been targeted to improve gameplay and feel.

GENERAL

Reinforcement Half Tracks/Transports

We wanted to make using these units less frustrating as a reinforcement platform and more reliable in order to better supplement Wehrmacht field presence.

Reinforcement Half-tracks now have shared veterancy from infantry squads and weapon teams

Load Times for all Half-tracks standardized to 2.

Given a handbrake ability to prevent unwanted movement

251 Half-track can now carry mortar teams

Shared Veterancy
The following unit types will contribute to shared veterancy to nearby officers/halftracks at the following rates:

5% mortars/indirect fire

10% HMGs

50% infantry

0% anything else

Snipers

We feel that the Sniper’s cloak ability is over performing, making them extremely difficult to counter with infantry. To address this issues we have made the following changes:

When firing a shot or using an offensive ability when not camouflaged, the unit will be unable to become camouflaged for 10 seconds

Snipers cannot cloak until out of combat for 3 seconds

Stealth Changes

To bring other stealth units in line with the cloaking changes made to Snipers, we have applied the following re-cloaking restrictions:

Anti-tank gun/Tank stealth changes

Tanks (e.g., JP4) and anti-tank guns cannot re-cloak until out of combat for 5.5 seconds

Neither type of unit can re-cloak within 10 seconds of having fired a shot

Non-sniper stealth infantry changes

Stealth (infiltration) infantry cannot re-cloak until out of combat for 4 seconds

Stealth infantry cannot re-cloak within 10 seconds of having used an offensive ability (e.g, grenades)

Veterancy Rates from Infantry-Based Anti-Tank

Anti-tank infantry squads were attaining veterancy disproportionately fast compared to anti-infantry squads. This was allowing blobs of infantry to scale versus armour too easily. This also allowed anti-tank-equipped squads to outpace dedicated anti-infantry squads and trade more efficiently than they should. With this change we aim to streamline the speed of veterancy gain or all squads.

Panzerschrecks/Bazookas/PIATs/PTRS/BOYS AT Rifles now award 3 times less experience when damaging a target. This change does not affect the British Sniper

M17 Quad

We wanted to tone down the performance of the Quad to be in-line with Light Tanks and other suppression platforms. In order to make infantry counters to this unit viable, the M17 can no longer suppress enemy squads on the move.

Moving Burst reduced from 1 to 0.5

Moving accuracy reduced from 0.4 to 0.25

Near rate of fire reduced from 1.24 to 1.15

Accuracy reduced from 0.5/0.3125/0.125 to 0.34/0.28/0.1

Near Cooldown modifier increased from 0.5 to 0.75

Cannot suppress units while moving.

Increased the chance for the Quad to take down an airplane (from 30 in 10000 to 10 in 100)

Munition cost from 120 to 100

Mortars

The escalation of mortar power has made them over perform compared to other types of more costly artillery pieces that had not received this bonus such as Pack Howitzers and Mortar Half-tracks.

Vet 3 no longer grants range increase to auto attacks.

SOVIETS

Penals

The combination of the raw amount of bonuses Penal Battalion squads receive with the power of their flamer upgrade made the squad capable of winning nearly all engagements vs infantry, in almost any situation, creating very limited avenues for counterplay. To address this, we are removing some of the raw power of Penal battalions. At the same time, we are giving Penal Battalions access to some anti-tank utility to give Soviet T1 some tactical versatility, which it previously lacked.

T-70

We feel that the T-70’s high damage and AOE allowed it to wipe infantry too effectively, not giving the opposing player sufficient time to react, particularly if units are clumped in cover. The changes below will make it so that the T-70 loses its characteristic pinpoint accuracy on the move while maintaining its ability to flank teams weapons and push back infantry squads.

Pioneers

We felt that pioneer damage output was under-performing and proving ineffective in combat.

Near accuracy increased from 0.403 to 0.463

Mid accuracy increased from 0.23 to 0.27

Population reduced from 6 to 5

Assault Grenadiers

Whilst they have an initial impact, their damage fall off, manpower bleed, grenades and veterancy scaling made them not scale well into the late game. Therefore, to improve their scalability, we have made the following changes:

Reinforce cost lowered from 28 to 26

Grenade Assault munitions cost lowered from 45 to 30.

Grenade Assault aim-time and ready-aim time reduced by half to allow faster throwing.

Squad leader armour reduced from 1.5 to 1.

Medical kits removed.

Veterancy 1 now Grants -10% received accuracy and reduces recharge on sprint by 25%.

Fixed an issue where interrupting the Assault Grenadier grenade ability early enough would immediately reset the cooldown

Panzer Grenadiers

Panzer Grenadiers are a strong unit but their timing means other factions already have veterancy on their infantry making it difficult for PGs to scale in veterancy vs their opponents.

Vet 1 now grants 0.84 received accuracy bonus

Vet 2 received accuracy bonus reduced from 0.71 to 0.84 (~0.71 total)

G43 Package (Also affects Stormtroopers but not Grenadiers)
* Far aim time multiplayer reduced from 3.5 to 3. (Boosts long range DPS)
* Now increases sight range by 20%
* Fixed an issue with the G43 package interrogation ability that would not reveal all enemy units in a sufficiently-large map.
* Elite Doctrine Stormtroopers now have access to Panzergrenadier G43s, and can upgrade G43’s in enemy territory

222 Scout Car

The 222 also wasn’t scaling with veterancy as well as other light vehicles and suffered from inconsistent damage output preventing it from tracking infantry properly. We also felt that the auto-cannon was too reliant on AOE for damage. Another concern with the 222 was that it was too cheap relative to its performance,

Stug E

The Stug E was proving to be overly effective for its cost, especially as a call-in tank that could bypass tech requirements. Furthermore, Target Weak Point allowed the Stug E to have strong anti tank utility even though it's primarily an anti-infantry vehicle.

Manpower cost increased from 200 to 260

Health reduced from 540 to 480 (Now Destroyed in 3 ATG shots)

Reload from 4.8 to 6

Recharge time between successive Stug-E call-ins increased from 30 seconds to 60 seconds

Puma

The Puma serves the role of a anti-vehicle and soft counter to tanks, however, the Target Weak Point’s ability to stun even the heaviest of tanks made it over perform for its cost and mobility.Target Weak Point (TWP)
* TWP now applies Stuart Blind (5 seconds: no vision, guns disabled)
* TWP Damage reduced from 120 to 60
* TWP always penetrates
* TWP munitions cost reduced from 40 to 35 to match other TWP variants

USF

M1919 Light Machine Guns

The ability to equip two M1919 LMG’s on a squad was resulting in over performing long range DPS for a squad as durable as Riflemen or as cheap as Rear Echelon.

Can no longer be double equipped via weapon racks.

Riflemen

To improve Wehrmacht's late game infantry scaling, USF Riflemen have received a slight reduction in their vet 3 bonus to their received accuracy.

Vet3 Received accuracy was changed from -20% to -15%

81mm Mortar

The USF Mortar barrage, rate of fire and veterancy bonuses have been causing this unit to overperform in most engagements. Furthermore, it has overshadowed the more expensive pack howitzer, lacking only range on its barrage until the pack howitzer hits veterancy 2.

Cost reduced from 260MP to 240MP

Range reduced from 80 to 65

AoE near distance reduced from 1 to 0.75 (both attack and barrage)

Reduced the rate of fire of the barrage ability to OST mortar levels

Pack-up time improved from 1.9 to 1.1

Set-up duration decreased from 1 to 0.5

Veterancy 0 now provides access to a Smoke Barrage ability with 65 range

Removed certain accuracy bonuses at Vet3 that would further increase the accuracy of the mortar (over other mortars)

Vehicle Crews

Critical repair allowed USF vehicles to escape too easily after getting caught by a Panzerfaust or hitting a mine.

Veterancy requirements increased from 200/400/800 to 650/1300/2800

Crit Repair munitions cost increased from 10 to 25

Crit Repair Delay increased from 0 seconds to 4 seconds.

Stuart

We felt that the Stuart was over-performing in its role as an anti-infantry unit and as a strong light vehicle counter. Furthermore, its stun rounds allowed it to hunt down light vehicles that were designed to counter it. Thus, we have made the following changes to solidify its role as primarily an anti-light vehicle unit.

Manpower cost increased from 240 to 270

Main gun damage vs infantry set to -25%

Main gun penetration increased from 65/50/45 to 75/60/55

MG Accuracy from 0.6/0.45/0.25 to 0.4/0.3/0.16667 (Hull & Coaxial)

MG Incremental accuracy from 1.04 to 1 (Hull & Coaxial).

Stun rounds only disables weapons and sight. Does not affect movement.

Veterancy requirements reduced from 1170/2340/4680 to 870/1740/3480

M15 AA Half Track

Due to the changes in the opposing factions (most notably 222 changes and Luchs), we are adjusting the performance of M15 to bring it in line with the other light vehicles. This will also help prevent the Lieutenant tier from dominating over the Captain tier.

OKW

Sturmpioneer

Given the changes to light vehicles, we felt that the risk vs reward for the Mechanised HQ as a tech choice would become too high due it not offering any type of healing. To compensate, Sturmpioneers have Medical Supplies available from the start.

Medical Supplies available at Vet 0

Medical Supplies munitions Cost reduced from 40 to 30

50% of the vet 3 construction bonus moved to vet 1

Panzerfausts

OKW’s heavy Panzerfaust cost made them excessively vulnerable to vehicles, especially when compounded with their other anti-tank options.

Volksgrenadier Panzerfaust Munitions cost reduced from 35 to 25

Requires an sWS being summoned into the field (as opposed to truck being set-up)

Raketenwerfer

Due to the changes made to Stealth, the Raketenwerfer has become overly vulnerable to infantry flanks. We feel that this leaves the performance of the Raketenwerfer somewhat lacking against vehicles.

Reduced the ready-aim-time of the raketenwerfer from 0.25-0.375 seconds to 0.125 seconds

Increased the fire-aim-time of the raketenwerfer from 0.125-0.25 seconds to 0.25-0.375 seconds

251 Flak Half Track

We’ve found that the 251 Half-Track was underperforming in its role as an anti-infantry unit due to its immobility and vulnerability to vehicle rushes, lack of infantry support, and inability to counter some of OKW’s primary threats such as MG lockdown.

Panzer 2 ‘Luchs’

The following changes aim to make Luchs much more consistent in its damage output (reducing spikes, as well as removing several sources of inconsistency). These changes are intended to keep the unit a strong AI vehicle while giving opposing players enough time to react in an engagement. To do this we are making the main gun of the Luchs ignore suppression modifiers of the target unit. We are also increasing the performance of Luchs when it closes in on enemy squads. With this change, the Luchs will ignore cover of nearby infantry units if driven up within 10m from them, (similar to small-arms fire weapons, i.e. the Point Blank mechanic)

Manpower cost reduced from 315 to 265

Fuel cost reduced from 65 to 60

AoE damage reduced from 1/1/1 to 0.6/0.5/0.1

AoE distance reduced from 1/1/1 to 1/0.9/0.25

Fixed an issue where a large portion of the shots would miss into the air

Puma

Aimed shot ability
Given the changes to the other factions’ light vehicles, this ability would make it so that the Puma would also be the best vehicle for wiping infantry squads. To mitigate this, we have made the following changes:

Puma now suffers from the same accuracy penalties as OST sniper vs retreating squads

BRITISH

PIAT’s

We feel that PIAT’s are a primary influencer to why the British are experiencing a disparity in the early and late game anti-tank capability. PIAT’s also pose a problem between game modes, skill levels and maps due to the fact they must be manually and precisely aimed. The following changes will make PIATs feel more consistent and easier to use at all skill levels and in all situations:

Gave PIAT homing projectile, if there is no obstruction between the PIAT and the target

PIATs have the same accuracy as bazookas for ranges between 0 and 30

Range reduced from 45 to 30

Damage reduced from 120/80 (penetrating hit/deflected hit) to 100/25

Munitions cost increased from 40 to 50

Fire-aim time reduced from 2.4 to 0.625 (reduces delay to fire)

Post firing aim time increased from 0 to 1.25

Reload time increased from 4.5 to 5.75 (same as bazooka)

Increased scatter, so that PIATs in indirect-fire mode are unreliable (especially when the user is suppressed)

Adjusted scatter offset, so that misses are centered around an immobile target

Royal Engineers

We have found that the Sapper squads simply scale too well due to the reduced reinforcement cost bonus they achieve at Vet 3.

Sapper Vet 3 reinforcement cost increased from 13MP to 20MP.

Can now only equip 1 Bren gun per squad

AEC

We found that the AEC’s anti-infantry damage was too potent for a vehicle with so much anti-tank capability, yet its main gun was very inconsistent due to its comparatively large scatter. The AEC also suffered from extremely low armour causing it to be destroyed by S Mines and HMG teams too easily. Finally, we have made changes to the Treadbreaker ability that will make it considerably more consistent and easier to use.

Moving accuracy increased from 0.5 to 0.6 (does not affect the Treadbreaker ability)

Turret rotation increased from 35 to 40

Main gun AoE reduced from 1/0.25/0.1 to 1/0.15/0.05 (to match Puma)

Max scatter increased from 1.7 to 9.5

Machine gun accuracy reduced from 0.7/0.6/0.46 to 0.48/0.47/0.46

MG incremental accuracy decreased from 1.04 to 1

Treadbreaker
Turret rotation in treadbreaker mode increased from 33 to 40 (makes it more reliable)

Added a projectile

Scatter changed from 7.5/1.7 to 6/6.5 (horizontal/vertical) -- this makes treadshot more reliable

Cone of fire increased from 5 to 10

Stationary accuracy increased by 20% from the main gun

Duration reduced 20 to 7

QUALITY OF LIFE CHANGES

Squad Formations & Clumping

We feel there is a disparity in how squads are assigned formations which is impacting squad performance. To address this problem we have implemented the following changes:
Give all squad members a roughly equal breathing space, regardless of the size of the squad (be it 2 members or 6 members)

Prevent unwanted clumping when given two opposing orders in quick succession (e.g., forward & backwards to avoid an AoE projectile).

Allow stealth-oriented squads to better utilize crater wherever available, without breaking their formation, but without clumping too much either

Change unwanted reaction behaviour which would cause squads to break formation and put them unnecessarily into danger.

Ghost Wire/Sand Bags

“Ghost Wire/Sandbags” is the name for a common exploit in competitive play which allows partially completed fortifications to block movement. While unfinished fortifications could be destroyed by small arms, they took several seconds of focus fire to destroy what could be placed instantly. If players want to impede enemy movements with barbed wire and/or sandbags, they now have to fully complete constructing them.

Unfinished wire/sandbags/tank traps (aka ghostbags) will self-destruct automatically if there is no longer an infantry squad (owned by the same player) within 10 meters of the unfinished fortifications for 5 seconds.

Retreat Point De-Congestion

The base layout of several armies makes it so that retreating infantry units often get caught up in high-congestion areas. This, in particular, makes it difficult for nearby-stationed medics to reach injured soldiers, thus reducing the efficiency of healing.

Squads will halt their retreat within 10 meters from their designated retreat point

For UKF, squads will also use the weapon racks as forward retreat points

OKW forward retreat antennas can now be traversed by units

Base Structure Rotation

Soviets engineers and Werhmacht Pioneers will be able to select the rotation of base buildings to allow players to optimize paths, as well as create unique layouts!

General

Introduced improvements to the build order of AI-controlled armies (fix provided by Nachocheese)

Prioritize Vehicle now only affects the main gun of the affected tank, but not the MGs. Thus, vehicles with the Prioritize Vehicles ability active will continue to engage infantry with their MGs.

Base medics (OKW/Soviet/OST) will no longer chase after retreating units.

Troop transports are given the “Handbrake” ability. This ability disables the unit from moving or rotating to make the following tasks easier: (i) loading/unloading troops (ii) setting up as a forward reinforcement point.

Infantry units can target their snares at de-crewed/abandoned vehicles.

USF/UKF Medics are given an auto-heal toggle. This way, the player can control whether they wish these medics to go after wounded units or not (e.g., to avoid putting the medics in danger)

USF/UKF Medics will not chase after moving squads, to avoid unwanted long chases.

Anti-infantry partisans no longer display the PPSh icon, to help the player identify any picked-up weapons.

Puma’s detection ability reverted to Vehicle Detection only to fit the unit’s role

M20 given a Hold Fire ability

M15 AA Half-track given a Attack ground ability

M15 AA Half-track given a Handbrake ability

The Raketenwerfer can now pick up medical supply drops from Sturmpioneers

Fixed an issue where team weapons dying when under the effects of suppression, would have their stats permanently diminished. This bug affected all MGs, mortars and the raketenwerfer (many thanks to Cruzz for identifying and fixing the bug).

Fixed an issue where the suppression -33% distance modifier was not affecting the following squads:

Airlanding officer (Light Gammon Bomb)

Stormtrooper (Stun grenade)

Obersoldaten (Bundle grenade)

Tank Hunter Infantry Sections (Heavy Gammon Bomb)

Fixed an issue where several squads would cost more manpower to reinforce when crewing a team weapon. This bug was also causing the affected squads to award more experience to the enemy when hit. This affects the following squads: Panzergrenadiers, Tommies, Fallschirmjaegers, Sturmpioneers and Obersoldaten

Fixed an issue where firing a Panzerfaust would fulfill the requirements for counter-barrage

Pak43/Pak40 production bulletin now works (previously did not affect pak43 production time as intended)

Fixed an issue where several Off-map abilities (mostly belonging to Soviets, OST, OKW) could still be targeted in the base sector

The change also affects Pathfinder artillery and Major artillery

Paratroopers can no longer be dropped into the enemy base sector.

Fixed an issue where a re-crewed vet 2 T-70 using recon mode was unable to toggle the ability off.

Fixed an issue where the Coaxial MG would not track targets properly

Fixed an issue where Soviet AT guns crews would open fire and break stealth (thus ruin ambushes)

Fixed an issue where camouflaged Soviet AT guns would refuse to open fire at intended targets, when stealthed

Fixed an issue where the M1-57mm gun would not benefit from Soviet AT ambush tactics.

Fixed an issue where the original crew of the M42 would sometimes drop prone on the ground, thus inhibiting movement

Fixed an issue where the 250 halftrack could not upgrade spotting scopes, if spotting scopes were available from the doctrine.

Fixed an issue where the AoE of the Brummbar “Bunker Buster” ability was lower than that of the main gun of the Brummbar.

Fixed an issue where “Hold Fire” would not work properly on the Mortar Halftrack

Fixed an issue where the USF mortar would become unresponsive when ordered to fire its smoke rounds

Fixed an issue with the M1 81mm Smoke barrage UI radius was not properly adjusting with range

Fixed an issue that USF mortars would not “mix” with other types of mortars when double-click selecting all mortars in an area.

Fixed an issue where Paratrooper models had 1.5 popcap, as opposed to the intended 1 popcap per model.

Fixed an issue where Paratroopers would receive an involuntary move command when reinforcing near a beacon.

Fixed an issue where re-crewed M8 Scotts would lose access to their auto-attack when de-crewed when “Hold Fire” was active

Fixed an issue where the Sherman Bulldozer “Hold Fire” ability had no effect

Fixed an issue where the default crew of the USF anti-tank gun were easier to hit than other default crews (target size removed from 1.25 to 1)

Paratroopers can now rebuy dropped 30-cal LMGs

Added prioritise vehicles to Greyhound

Fixed an issue where captured M3 halftracks would display an incorrect healthbar

Fixed an issue where M8 Scott abilities would not trigger reliably

Fixed a bug where Rifleman AT grenades were unresponsive under certain conditions

Fixed an issue where “Hold Fire” would not work properly on the M21 Mortar Halftrack

Fixed an issue where the M21 Mortar Halftrack could fire at the enemy without having to rotate towards it

Fixed a bug where it was possible to make OKW Medical supplies have infinite duration

Fixed an issue where the UKF “Command Vehicle” ability would become permanently unavailable when the previous vehicle would become abandoned.

Fixed an issue with UKF infantry gaining access to the wrong version of their intended Bren gun, when picking up a Bren gun from the ground.

Fixed an issue with Anvil “Early Warning” not giving sight over captured territory. Note that the scope of the ability has been restricted: the only territory points that the player gains access to are those that the player captured themselves (i.e., not allied-captured territory), just like the similar OKW Overwatch commander ability

Fixed an issue where the second mortar belonging to the mortar pit would deal reduced damage while barraging.

Fixed an issue where the damage Sexton Creeping Barrage had not been increased to match the AoE damage of the normal barrage ability.

Fixed an issue where Commando Ambush bonuses would apply inconsistently (sometimes none at all, other times permanently). The reworked Ambush requires commandos to be out-of-combat for 25 seconds, for 5 seconds of sprint & +50% accuracy on their Sten guns.

Fixed an issue where the UI would misinform the players about the nature of bonuses involved in Commando Ambush

Fixed a bug where Churchill (grenade) and AEC (treadbreaker) abilities would not trigger reliably

Fixed a bug where the Churchill could still move while priming and throwing a grenade

Fixed a bug where OST medic supplies would heal in-combat squads

Fixed an issue where OST Pioneers would announce “anti-personnel” mines being built, when in fact building a Teller mine

UI FIXES

Vehicle minimap icon sizes have been scaled according to the vehicle type to help players better identify their forces on the battlefield.

April 13th Hotfix

Bug Fixes

APRIL 25th UPDATE

NEW CONTENT

Dawn of War III Pre-Order Skins

Five new, Warhammer 40k themed skin sets added to the game (one for each faction). These skin sets are exclusive to those who have pre-ordered Dawn of War III and will not be available in the in-game store or by any other means.

BALANCE CHANGES

A big thank you goes out to the community balance team for once again supplying the curated balance changes described below. Of course, these changes wouldn't be possible without the feedback and dedication of the community so once again, we thank you for your continued support and commitment to this game.

SOVIETS

Maxims

We feel that the dominant Soviet “Maxim-spam” strategy is over performing with the benefits of this strategy heavily outweighing the risks.

To address this issue we will be increasing the arc of the Maxim MG while severely reducing its suppression performance to compensate. We have also removed sprint (which allows MGs to “get away”) and we are increasing the setup time to other MG levels. We are also increasing the reinforcement cost of the original crew to match the reinforcement cost of Conscripts.

To make up for a low base-value suppression (to avoid early-game spam) we've also give the Maxim, we are giving the unit strong multipliers vs light-cover and suppressed squads to allow the Maxim to scale well into the late-game.

The new Vet 1 ability (Sustained Fire) will help the Maxim perform more reliably vs blobs. An improved burst time will allow the Maxim to deal increased suppression vs persistent targets. Reduced cooldown allows the Maxim to switch targets more easily. Finally, the forced reload at the start of the ability can be used to guarantee that the Maxim will not chew through its ammunition belt during a crucial fight.

Overall, the changes are the following:
* Arc of fire increased from 60 degrees to 90 degrees (other MGs have 90-120 degrees)
* Setup time from 2 to 3 (other MGs have 3)
* Burst duration from 2.25 to 4.5
* Damage reduced from 4 to 3 (the DPS of the Maxim remains the same)
* Tracking speed from 35 to 28
* Reinforcement cost from 15 to 20
* Sprint removed from Vet1
* Sustained fire ability added at Vet1

Penal Battalions - Satchel Ability

To prevent unintended behavior, as well as to assist with targeting the ability, we are splitting the functionality of the Penal Satchel ability into two separate abilities. Note that both abilities launch precisely the same projectile with respect to damage and critical effects. The two abilities only behave differently with respect to targeting.

(Manual version)
* This ability targets a location on the ground.
* If the satchel collides with a vehicle, the satchel will stick to the vehicle

(Targeted version)
* This ability can only be targeted on enemy vehicles
* If the vehicle remains within range while the ability is casting, the satchel will home-in on the enemy vehicle

M4C Shermans

To prevent players from over-relying on sherman call-ins and skipping teching, we are increasing the dispatch time between successive Shermans. Moreover, longer recharge time between shermans will prevent players from spamming Shemans, when the Command Point requirements becomes met.

Note that, at the same time, we are not affecting the cost-efficiency of the Shermans. Thus, the doctrine will still reward the players with a highly-efficient USF-made tank. At the same time, the longer recharge time will force the Soviet player to want to field Shermans side-by-side with Soviet-made tanks. We believe this will also add a touch of authenticity to the doctrine.

To encourage strategic diversity, we are reducing the cooldown of the Sherman dispatch ability once T4 has been reached in order to help ensure the doctrine can continue to be useful in multiple strategies.

Increased recharge time between shermans to from 36 seconds to 2:30 minutes

Building T4 decreases recharge time from 2:30 minutes to 1:15 seconds

USF

M10

We find that the M10, which is a highly cost-efficient tank hunter is overperforming with respect to how it deals with infantry due to its potency to crush squads. Therefore, we are taking steps to remedy this, without, however, affecting M10’s mobility.

Chassis rotation rate reduced from 38 to 32

Turret rotation rate increased from 30 to 36 to compensate

OKW

Panzerfausts (Volksgrenadiers only)

We found that the early arrival of OKW panzerfaust combined with the complete lack of scaling potential for light vehicles made it prohibitive for players to integrate light vehicle strategies in their games. Moreover, we find that the cost-efficiency improvements on the Panzerfaust were too dramatic.

Cost increased from 25MU to 30MU

Requires a truck to be be set-up (as opposed to be called-in) to be available

Command Panther

We feel the Mark Target ability is overperforming relative to its cost. This is primarily due to the +50% damage bonus that the ability bestows on the target. Our changes to the Mark Target ability aim to make it less efficient at “bursting-down” enemy vehicles, while still allowing the ability to perform better in a sustained-fire role. This allows the ability to remain relevant, while offering options for counter-play to the targeted player.

To prevent the vehicle from being too dominant in teamgames, we are making Command Panther mutually exclusive with the King Tiger. Moreover, we are changing the way the Command Panther’s aura affects teammates. We are also increasing the Command Point requirements of the Command Panther to bring its arrival closer in line with its value.

UKF

Tank Commander Upgrade

(The upgrade now only awards accuracy/sight bonuses, which is more than OK for the price)

Emergency War Speed

We find that the ability is over performing relative to its cost. We are also removing the ability of players to “tune up” the tanks of their teammates with the ability.

Speed modifier reduced from +35% to +15%

Acceleration modifier reduced from +60% to +30%

It is no longer possible to “tune-up” allied tanks with Emergency War Speed

AEC Treadshot

To make the ability fire more reliably (i.e., without bugs), we are changing the nature of the ability such that the AEC has to be stationary to fire it. At the same time, we are increasing the responsiveness of the ability to give UKF players that build and preserve their AECs with a reliable snare ability.

(the ability will only be refunded if no shots were fired before moving)

Cromwell

We have found find that the Cromwell's ability crush models is far too potent. To help reduce this potency we are reducing the unit's rotation rate. However, to allow the Cromwell to retain the feel a higher-than-average mobility, we are compensating with an increased turret rotation rate.

Secondary to these changes, we are adjusting several other attributes of the Cromwell to bring its cost-efficiency in line with other tanks of its callibre.

Finally, to partly offset a weak British early game, we are giving Cromwells default access to smoke shells.

Comet

The Comet is receiving changes that are similar in-spirit with the ones already described for the Cromwell. In addition to these changes, we are also reducing the range of the main gun of the Comet to 45 to match other anti-infantry-capable tanks (e.g., Pershing, Tiger). We believe that Comet’s higher-than-average armour and mobility will still allow it to overcome the reduced range. At the same time, this will make standoffs with the more-specialist Panther more balanced.

Fixed an issue where the grenade throw ability would sometimes not work

Fixed an issue where it was possible to use the grenade ability while moving

Increase horizontal scatter from 6 to 7.5

Distance scatter max from 4.2 to 6.4

Distance scatter obj min from 5 to 10

Distance scatter offset from 0.3 to 0.25

Cromwell/Comet Smoke Shell/White Phosphorus

We find the range of both abilities (80) and the lethality of the White Phosphorus to be over performing. At the same time, we are introducing a critical fix to both abilities to make them more reliable.

Range of Smoke Shell/White Phosphorus reduced from 80 to 45

Comet White Phosphorus will no longer finish off infantry models, bringing its performance in-line with other White-phosphorus abilities

Emplacements

To bring UKF emplacements in line with the emplacements of other armies, we are preventing players from building UKF emplacements in the base sector:

No longer possible to construct emplacements in the base sector

Land Mattress

To improve counter play vs the Land Mattress we are allowing anti-tank weaponry (e.g., AT guns and tanks) to target the gun directly in order to destroy the unit without having first to de-crew it. This brings the durability of the Land Mattress down to static howitzer levels. We also feel the rate of fire of the Land Mattress does not give its opponents a sufficient amount of time to react to a barrage.

Vehicles/etc will focus fire on the gun, as opposed to the crew (if the player right-clicks on the gun)

The Land mattress gets destroyed when its hitpoints become depleted. This is regardless of whether the crew is still alive

Artillery Cover Ability

We find that Artillery Cover is an ability that is too efficient for its cost. Therefore, we are significantly reducing the effects vs different types of targets, allowing for greater opportunity of counterplay.

General Changes:
* The radius of the ability now properly drawn on the battlescape
* Delay until the barrage begins increased from 4 seconds to 8 seconds

Anti-Vehicle Shells:
* Decreased the AoE radius of anti-vehicle shells from 8 to 6.
* Reduced speed of anti-vehicle shells, so that it is now possible to dodge them
* Reduced the duration of loader-injured critical from 10 seconds to 5 seconds

Air Resupply Operation Ability

The airplanes are dispatched immediately, and the supply drop happens at the capture point.

QUALITY OF LIFE

Wreck values normalized

We are adjusting the amount of resources players can attain from vehicles using doctrinal salvage abilities. Previously, certain wrecks would award large amount of munitions/manpower, which wouldn’t correspond to their class. We are now changing salvage so that only fuel and munitions are awarded from salvaging a wreck. Moreover we are normalizing wreck values so that the amount of resources gained now depend on the worth of the vehicle.
(Values are given in Munitions/Fuel)

Handbrake 2.0

We are further modifying the handbrake ability to make it provide additional utility to the players. The new ability is similar to a hold fire ability. However, instead of preventing firing, it simply prevents the vehicle from automatically rotating to face enemy units. The vehicle will still rotate to attack enemy troops, but only if an explicit attack command is issued. If a movement command is issued, the vehicle will respond to the movement command. At the same time, if the ability is on, the vehicle will stop automatically rotating once the movement is complete. With handbrake v2.0 a maneuver can be executed without having to repeatedly toggle the ability.

In addition to the original affected vehicles (i.e., all transport vehicles), we are also adding handbrake v2.0 to the following vehicles. This will allow players to control whether they want the vehicles to rotate to face the enemy or not:

Kubelwagen

Flammenhetzer

Crocodile

Sturmtiger

Nevertheless, the following vehicles retain the original (i.e., immobilize) version of the handbrake. This is because for the following vehicles, unwanted movement incurs a potentially lengthy setup time:

M15 (USF)

Infrared Halftrack (OKW)

Flak Halftrack (OKW)

Hold Fire for Tanks/AT Guns

We find that the lack of a proper hold fire ability makes players resort to half-measures to control when their AT-guns or tanks can fire.

The affected units are:

All anti-tank guns

All tanks that already have a prioritize-vehicles ability

FlakHT

Panzer4 Command tank

Ostwind

Centaur

KV-2

M15 (use it to reserve flak rounds for valuable targets; the MGs will continue to track/fire on targets)

M5

Note: To make UI experience consistent, the doctrinal Soviet AT ambush ability has been moved one row below its previous position.

BUG FIXES

Fixed multiple bugs with Ardennes Assault that prevented players from completing missions and caused abilities/upgrades to not work as intended

Fixed an issue where hold fire on Luchs/Brummbar would make either vehicle permanently unresponsive if abandoned while the ability was active

Fixed an issue where the OKW FlakHT would sometimes become permanently stuck

NEW CONTENT

6 new conservation-themed skin sets created by community member RitaRush have been added to the game. All of Relic's / SEGA's associated revenue from the sales of these items will go to their associated charity. If you would like to help protect endangered species and give your favorite COH2 faction a fresh new coat of paint, you can buy the WDC Charity Camo Pack and the David Sheldrick Wildlife Conservation Charity Camo pack on Steam.

Whale and Dolphin Conservation Charity Camo Pack

British Dolphin-themed skin set

USF Ocra-themed skin set

OKW Whale-themed skin set

David Sheldrick Wildlife Conversation Charity Camo Pack

Soviet Lion-themed skin set

Soviet Elephant-themed skin set

Wehrmacht Rhino-themed skin set

Note: These items are available on their corresponding Steam store pages only and are not available in the in-game store.

OCTOBER 10th PATCH

DECEMBER 19th "COMMUNITY" UPDATE

The December Update comes with a multitude of changes from commanders and core faction balance to new maps and map balance changes. As stated in the December Update blog post, none of these changes would have been possible without the dedication, commitment and support of COH2's core community. This might be a Relic post and Relic might be releasing the update, but make no mistake, today's patch is by the community, from the community, and for the community.

Due to the magnitude of the changes and content included with today's update, the patch notes have been split into three parts. For a detailed overview of all the Commander Changes in today's update, please check out the post Commander Revamp - Final in the December Commander Revamp Changelog thread. For all information regarding the new maps and map balance changes, please go to December Update - Map Revamp Preview thread. For all other changes including new content and core faction changes, please read the notes below.

NEW CONTENT

Five new "Art of War" faceplates (one for each faction) curated from the Steam Workshop are now available in the in-game store. Faceplates created by community member RitaRush and 40% of all proceeds go back to the community.

Five new "King of the Hill" faceplates (one for each faction) curated from the Steam Workshop. Created by community member RitaRush, 40% of all proceeds from the sale of these faceplates goes towards supporting Stormless' King of the Hill tournaments.

Grand Championships Decal - To be gifted to backers of the GCS Kickstarter campaign

Grand Championships Faceplate - To be gifted to backers of the GCS Kickstarter campaign

Target Weak Point/Treadshot
These abilities have been modified to allow the user to fire on the move. Previously vehicles would need to halt and could lose track of their target when firing these abilities.

Target Weak Point now lasts for 10 seconds or until the unit fires its first shot while under this ability. Activating the * ability forces the unit to reload before being able to fire

The similar-to-operate AEC treadshot ability behaves in a similar way (2 shots within 15 seconds)

Trenches (All variants)
* All trenches revert to neutral control when they are no longer garrisoned
* Can only be built in friendly, secured territory
* Target size from 2 to 20 when neutral (to allow AT guns and tanks to clear them from the battlefield)

Blitzkrieg/Overdrive/War Speed/Step On It
* These movement boost abilities will now cease when the vehicle receives an engine critical.

Forward Retreat Points
Forward Retreat Point timings are being adjusted to arrive in the mid to late game for all factions; reinforcement time has also been adjusted to reduce the power of forward positions.

Repair Speeds
Western Front Armies' repair speeds are being brought in line with the Eastern Front armies. USF Rear Echelon & British Royal Engineers:

Repair Speed reduced from 2 to 1.6

Veterancy 2 repair bonus from 1 to 0.5

Heavy Sapper upgrade repair bonus from 2 to 0.525Sturmpioneers

Repair speed from 3 to 2

Veterancy 2 repair speed reduced from 1 to 0.75

Minesweeper upgrade repair bonus from +1 to +25%

Squad Behaviour
A squad AI behaviour has been added where individual models in squads assume varying postures while fighting the enemy (without changing their position) - i.e. Elite squads will prefer a crouching animation for some of their members, whereas non-elite squads will also drop prone to the ground.

Fixed a disparity where low-member squads also suffered from the most densely-packed formations (making them even more vulnerable to AoE weapons)

Assists each squad in their role (e.g., the new reinforced wedge formation will make paratrooper squads always have their thompsons at the front line) - Make each squad feel more unique

Squad formations are now, once again, more fluid while the squad is moving. In addition to improving immersion, this will also help the individual squads spread out better to make a better use of their formations.

Allied squads once again, assign support weapons -such as bazookaks- to flanks rather than the core of the formation

Smoke Barrages
Activating smoke barrages will now only order one unit at a time. Previously if multiple mortars were selected, all units would fire smoke at the target position

Fuel and Munition Caches
* Manpower cost from 200 to 250

**Garrisoning **
The lack of delay entering and leaving garrisons made indirect-fire and grenades difficult to perform their anti-garrison role as squads could quickly jump in and out of buildings to dodge these attacks. We found This was particularly problematic for non-EFA factions who lacked flamethrowers on their engineer units.

Load time for buildings increased to 0.75 per model

Max load time increased to 2 for the entire squad

Unload time for buildings increased to 0.375 per model

Grenade damage adjusted against ambient structures

Demo Charges
Demo charges have been modified to be more focused on being used to demolish obstacles rather than as high explosive anti-personnel devices meant to wipe out squads in the open.

Demo charges now detectable by all units at a 13 range radius

Can no longer be planted near capture points

Cost reduced from 90MU to 65MU

Hold Fire
We are changing the hold fire button for all units in the game for consistency and reachability. Your fingers will thank you.

All Hold Fire hotkeys moved to Q and at grid position 22

Applies to all units

SOVIET

The changes to Soviets are meant to encourage more diverse strategies by allowing both Conscripts and Weapon Support Kompenya to operate effectively; Rifle Command and the Penal Battalions have also received a slight reduction in power to lower the reliance on mono-strategies.

Conscripts
Conscripts are being adjusted to deal more reliable damage and have some capability of scaling into the late game by bleeding infantry at range when fighting from defensive positions.

Damage from 16 to 12

Accuracy from 0.541/0.495/0.334 to 0.757/0.659/0.556

Max slot weapons from 2 to 1; no impact on Conscript upgrades

Trip-Wire flares now have a 30 second cooldown

Orrah cost from 10 to 15

Molotov cost from 15 to 20; only affects Conscripts

Veterancy 1 now grants 0.92 received accuracy

Veterancy 2 +25% Molotov range replaced by faster Molotov throw speed

Veterancy 3 now grants +10% accuracy modifier

Veterancy 3 Received accuracy from 0.6 to 0.707

Molotov Package Upgrade
The Molotov package upgrade cost has been reduced to improve their accessibility

Molotov Package from 125/15 to 80/10

Penal Battalions
Penal Battalions are losing their Anti-tank "sticky" satchel on squads not upgraded with the PTRS package to increase the number of counters that can be fielded and to create a stronger trade-off between anti-infantry and anti-tank. The unit will also now take longer to reach its full potential through veterancy to match their combat performance.

Reinforce cost from 25 to 27

Moving cooldown from 0.5 to 0.75

Veterancy requirements from 540/1080/2160 to 640/1280/2560

Anti-Vehicle Satchel now requires PTRS upgrade

Anti-Vehicle Satchel will always throw once the animation begins

Anti-vehicle Satchel damage against friendly infantry reduced

1910 Maxim HMG
The Maxim is being slightly adjusted to acquire targets more quickly and deal more suppression.

ZiS-3 Divisional Field Gun
We are improving ZiS-3 access to its barrage ability to make up for its low rate of fire and penetration. This will emphasize ZiS-3’s secondary role as an indirect fire unit that can soften up enemy positions.

Barrage cost from 60 to 35

Reduced barrage from 6 to 4 shells

Population from 9 to 7

PM-42 82mm Mortar
The PM-42 Mortar will now have the ‘Flare’ ability at Vet 0 to provide vital scouting information and to give the Soviet mortar a more utility oriented role when it is deployed.

Flare ability no longer requires veterancy 1

Veterancy 1 reduces Flare recharge by 25%

T-34/76
Cost of the T-34/76 is being increased to be more in-line with its performance.

Fuel price increased from 80 to 90

WEHRMACHT

Due to the current survivability necessity of the Support Armor Korps (T3), we are improving accessibility for players to tech to the Heavy Panzer Korps (T4) after building T3, as well as increasing the viability of multiple T3 and T4 vehicles.

Tech Cost Restructuring
To allow Wehrmacht players to explore more diverse build orders and have access to a more versatile roster we have moved the majority of tech costs from Tier 3 and 4 buildings to Battle Phase 2. This change does not affect the amount of required resource to unlock T3 or T4 directly, however, it does allow players to better adapt their strategies in the late game by making teching to T4 from T3 or back-teching from T4 to T3 a viable option.

Battle Phase 2 from 100/45 to 200/90

Battle Phase 3 from 100/45 to 100/25

Support Armor Korps from 240/60 to 140/15

Heavy Panzer Korps from 200/50 to 100/25

Grenadiers
Grenadiers are receiving a decrease to their population to better match their performance in comparison to other mainline infantry.

Population from 7 to 6

251 Half Track Flamethrowers
With the recent changes to garrisons, the 251 is getting a reduction to its damage against entrenched infantry to gives players a chance to react and de-garrison.

Flamethrower Far AOE from 1 to 0.5

Pak 40
The Pak 40 is having its population reduced to better match its performance with other anti-tank guns. Target Weakpoint has been adjusted to allow players to have some control over their vehicle when hit.

Bundle Grenade (affects both Wehrmacht and OKW)
Due to the changes to Gammon Bombs, we are also adjusting the Bundle grenade to match its counterpart’s performance:

Cost from 45 to 35

Damage from 120 to 100

AOE distance from 1.25/2.5/3.75 to 1.25/2.1/3.75

AOE Damage Far from 0.25 to 0.3

Fixed an issue where Obersoldaten bundle grenades could scatter

Panzer IV
The Panzer IV is having its ranged penetration increased to better combat medium tanks at a distance where it has the advantage of stronger frontal armour and faster rate of fire.

Penetration from 120/110/100 to 125/115/110

Fuel cost from 125 to 120

Ostwind (also affects OKW doctrinal variant)
The following changes make it so that Ostwind becomes a more reliable anti-infantry platform, regardless of the map and at a cheaper cost.

Projectile no longer collides with terrain

Distance scatter max from 2.9 to 3.5

AOE distance from 1/1.25/1.5 to 0.5/1.5/2

AOE damage from 1/0.15/0.05 to 0.8/0.2/0.1

Fuel cost from 100 to 90

Penetration 45/40/35 to 55/40/35

StuG III Ausf G
The StuG G’s ‘Target Weakpoint’ ability's potency is being reduced, in return the StuG G machine gun is being boosted to have better use in defending the vehicle against infantry.

Target Weakpoint changed from 15 second main gun disabled to a 5 second stun

Target Weakpoint damage from 160 to 80

MG 42 upgrade from 50 munition to 30
*MG 42 range from 35 to 40

Panzer V Panther
The Panther's veterancy has been adjusted to bring its scaling better in-line with its counterparts while improvements have been made to its rate of fire and MGs to help it achieve veterancy quicker and better fend off infantry assaults.

Panzer VI Tiger (does not affect Tiger Ace)
The Tiger is receiving mobility boosts to allow the Tiger to navigate the battlefield more easily and disengage from threats such as anti-tank guns or tank destroyers.

Population from 19 to 20

Acceleration from 1.5 to 1.8

Deceleration from 1.8 to 2

Speed from 4.8 to 5.2

USF

We are reworking the M36 Jackson tank destroyer to give it more survivability in order to allow it to face late-game threats. In exchange for the Jackson changes, USF Riflemen now lose access to smoke grenades. This change will ensure that players continue fostering a mixed-squad army well into the late-game, and will also reward players more for using USF's elite infantry.

Rear Echelons
Rear Echelon have been updated to provide a more supportive role by allowing them to use smoke grenades and deploy mines to slow incoming armor.

Now has access to the M23 Smoke Grenade; requires Grenade Package from the Rifle Command. Cannot use Smoke Grenades when upgraded with flamethrowers

M2HB 50cal HMG
The population has been adjusted to better match the unit’s performance.

Population from 5 to 7

Captain
‘On Me!’ will no longer provide combat bonuses to better represent the ability’s lack of munitions cost and to limit the power of blobbing infantry around the Captain.

On Me! ability now only affects a single targeted squad. Range 25; 45 second cooldown.

Now has access to the M23 Smoke Grenade; requires Grenade Package from the Rifle Command

Pack Howitzer
The population has been adjusted to better match the unit’s performance.

Population from 11 to 9

Major
* Now has access to the M23 Smoke Grenade; requires Grenade Package from the Rifle Command

M4A3 Sherman
The Sherman's HE shells have been adjusted to be more reliable at dealing damage, but also less capable at wiping out squads.

Projectile now bypasses terrain/landscape.

HE shell AOE distance from 0.75/1.5/2.25 to 0.5/1.25/2.25

HE far AOE damage from 0.05 to 0.01

M36 Jackson
The M36 is having its damage modified to be more reliable against tanks, including heavies, but less potent in terms of burst damage against lower health vehicles.

Cost from 360/125 to 400/140

Damage from 200 to 160

Reload from 5.2/5.8 to 4.375/4.975; does not affect HVAP

HVAP damage decreased from 240 to 200

HVAP penetration from 300/250/220 to 300/280/250

Penetration from 240/220/200 to 260/240/220

Health from 480 to 640

Veterancy 3 reload bonus from 30% to 15%

OKW

OKW Veterancy
With the changes to OKW veterancy, the high values OKW units awarded when damaged are no longer necessary.
Veterancy 5 for select units no longer increases the unit’s current value, reducing the amount of experience they give to other enemy units that hit them.

Combat Blitz
Combat Blitz is being modified to be less potent as an escape tool, particularly on the heavy vehicles while reinforcing its role as an offensive ability.

Received accuracy modifier from 0.5 to 0.75

Increases rate of fire by 25%; does not need to be moving

Speed bonus for Panther/Command Panther/King Tiger from +40% to +20%

Schwerer Panzer Headquarters
Due to the nature of the Panzer Headquarters flak cannon, we are limiting its ability to shut down aerial-based abilities without some form of trade-off.

No longer automatically engages aircraft

Can toggle AA mode; gun will engage both air and ground target for 60 seconds. Gun is disabled for 60 seconds afterwards.

Base 20mm Flak Emplacement
Can no longer target aircraft; only applies to the base defenses, not the doctrinal variant

Kubelwagon
The Kubelwagon has been adjusted to be more vulnerable to small-arms fire, limiting its ability to solo infantry squads in the early game through the RNG nature of armor.

Front armor from 4.5 to 3

Rear armour from 4.5 to 1.9

Health from 190 to 240

Sturmpioneers
We are expanding OKW’s options for starting infantry units by making pioneers take up less population, being cheaper to build and reinforce and allowing the squad to gain veterancy more quickly to scale into the mid-late game.

Build time from 40 to 28

Reinforce time from 10 to 7

Population from 9 to 8

Repair speed from 3 to 2

Minesweeper upgrade bonus to repair rate from +1 to +25% repair rate

Panzerschreck cost from 90 to 70

Panzerschreck upgrade no longer requires trucks to be setup

Veterancy requirements reduced to 580/1160/2320/2900/3770

Veterancy 4 15% weapon accuracy and -23% received accuracy removed.

Veternacy 5 40% accuracy modifier moved to veterancy 4

Volksgrenadiers
Volksgrenadier late game strength is being toned down by modifying their veterancy while their Incendiary Grenades are being adjusted to give opposing players time to react.

Incendiary grenades now have a 0.75 timer

Incendiary grenades no longer require a truck to be deployed.

Panzerfaust cost from 30 to 25

Veterancy 3 received accuracy from 0.9 to 0.86

Veterancy 4 weapon cooldown and veterancy 5 accuracy bonuses removed

Veterancy 3 self-healing moved to veterancy 5

Veterancy 4 sight bonus now requires the unit to be in cover

Raketenwerfer
The Raketenwerfer has been adjusted to be less potent at veterancy, but more reliable and more difficult to lockdown by HMGs.
Projectile no longer collides with terrain

Can no longer be suppressed

Veterancy 4 and 5 sight and range bonuses removed

Veterancy 1 camouflaged speed bonus from 100% to 25%

MG 34 Heavy Machine Gun
The MG-34 has been adjusted to deal more damage against infantry and to allow it to gain veterancy more quickly. Cost and population adjusted appropriately.

Cost from 230 to 250

Damage from 2 to 3

Population from 5 to 6

Veterancy 4 received accuracy bonus to 0.9 from 0.85

Veterancy 5 accuracy bonus from 1.15 to 1.08

Le.IG 18
The Le.IG is being made to require more micro to use at its full potential, but will now be more readily available and will now allow OKW players to be aggressive against support heavy builds through the deployment of smoke.

Cost from 330 to 270

Population from 9 to 7

Penetration from 75 to 35

Auto-fire range from 100 to 80

Barrage cooldown from 30 to 40

Now has access to Smoke Barrage. Does not share a cooldown with the main barrage

Veterancy 4 barrage from 8 shells to 5

Veterancy 2 speed bonus removed

Veterancy 2 increases smoke barrage range by 33%

Veterancy 1 auto-fire range increase removed

Intel Bulletin barrage recharge ability from -25% to -10%

251 Flak Halftrack
The 251 is receiving changes to be able to respond more quickly to incoming threats and be easier to vet up.

Damage from 20 to 16

Set-up time from 4 to 2

Veterancy 2 increases damage from 16 to 20

Veterancy 2 no longer decreases set-up time

Veterancy requirements from 1100/2200/4400/5500/7315 to 880/1760/3520/4750/5750

Panzer II ‘Luchs’
The Luchs is being delayed in its timing while its accuracy against vehicles has been greatly lowered. Previously, the Panzer II could not miss the smallest of light vehicles, even while on the move.

Build time increased from 40 seconds to 85 seconds

Moving scatter from 1.25 to 2

Accuracy multiplier vs vehicles from 1 to 0.0625; 0.65/0.5/0.4 to 0.040625/0.03125/0.025 against vehicles

251 Wurferman Stuka
The Stuka is being put in line with other rocket artillery pieces by lowering its health and being less capable of outright destroying structures and teams weapons with a single volley of rockets.

Obersoldaten
Obersoldaten are being made more accessible through a number of changes with only some slight adjustment regarding their late game veterancy to prevent them from over performing in the late game if the unit well preserved by the player.

Cost from 400 to 340

Population from 10 to 9

Reinforce time from 12.5 to 9.

Build time from 50 to 36

MG 34 LMG cost from 60 to 80

Veterancy 4 bonuses removed

New ability: Suppressive Fire. Squad temporarily causes suppression during the duration of this ability. No cost. Requires Veterancy 4

Obersoldaten MG 34 LMG

Damage from 6 to 4 when picked up by non-elite squads

Jagdpanzer IV
The Jagdpanzer veterancy bonuses and abilities have been adjusted to be more in-line with other vehicles.

Camouflage reveal radius from 10 to 20

Veterancy 2 armour and sight bonus removed

Veterancy 2 now increases accuracy by 20%

Veterancy 5 ambush modifiers from +150% to +25%

Panzer IV
The Panzer IV for the OKW is being modified to have more powerful anti-infantry capabilities with a cost reduction to match its performance.

Cost from 360/150 to 380/140

Population from 12 to 14

Scatter from 7.5/6.4 to 6.5/5.54

Penetration from 120/110/100 to 125/115/110

Veterancy 2 scatter bonus from 0.75 to 0.866

Veterancy 4 range bonus removed

Veterancy 5 sight bonus requires the tank to remain stationary

Panzer V Panther
The Panther has received adjustments to make it more accessible in 1v1 but less attractive to field groups of Panthers in team games due to increased fire on the move penalties and increased population.

Fuel cost from 200 to 185

Moving scatter from 1.7 to 2

Moving accuracy from 0.65 to 0.5

Population from 16 to 18

Veterancy 4 range bonus removed

Veterancy 5 sight bonus requires the tank to remain stationary

Veterancy 2 armor bonus removed.

King Tiger
To prevent the unit from wiping full health squads at range and while on the move, the following changes have been made:

Angle scatter from 4 to 7.5

Distance scatter max from 4 to 5.7

Scatter offset from 0.25 to 0.185

Population from 21 to 23

Veterancy 4 sight bonus removed

BRITISH

We are tuning Infantry sections, Sappers, Mortar Pits, Fireflies and the Crocodile down to appropriate levels for their cost. At the same time, we are increasing British army availability to proper smoke and anti-garrison tools through improvements to the WASP, the 25 pounders and Mortar Pit smoke.

British Infantry Received Accuracy Cover bonus
We have removed the cover bonus from British infantry. Previously British infantry would be harder to kill, even if flanked due to the nature of the bonus.

Removed the -10% received accuracy for All British infantry when in cover

Infantry Section (All variants)
We feel that Tommies come out of the gate with too much raw power but also lack the offensive ability to assault positions. Therefore, to make Tommies feel more reliable and to improve their consistency on the battlefield, we've made the following changes:

Received accuracy cover bonus removed

Moving accuracy from 0.25 to 0.35

Cone of fire from 1 to 5

Population from 7 to 6

Pyrotechnic Flares cooldown from 150 to 80

Flare range reduced by 33% when suppressed

Veterancy 2 received accuracy from 0.76 to 0.78

Veterancy 3 scoped Lee Enfields removed

Royal Engineers
We felt that Sappers tend to scale to well for their cost due to their low received accuracy and reinforcement costs.

Received accuracy from 0.8 to 0.9

Received accuracy cover bonus removed

Repair speed from 2 to 1.6

Veterancy 2 repair bonus from 1 to 0.5

Veterancy 3 reinforcement cost bonus from 20% to 10%

Population from 6 to 5

Heavy Sapper upgrade speed penalty to 0.75

Heavy Sapper armor bonus from 1 to 0.25

Heavy Sapper upgrade repair bonus from 2 to 0.525

Universal Carrier
We are improving the performance and reliability of the Universal Carrier to give the British faction reliable access to anti-garrison, and to also offset other changes to UKF’s early game. We are also addressing the issue where the universal carrier is too good at tanking anti-infantry damage with its self-repair ability.

Repair ability now repairs 75% slower when in combat

Wasp Flamethrower upgrade from 90 to 70

Now gains shared experience

Bonus hit points from upgrading to Vickers-K/WASP from +40 to +20

AEC MK III
The AEC has been modified to be able to snare vehicle without requiring veterancy and allow the AEC to better function into the late game.

Treadshot now available from the start; only fires one shot that slows the target

Veterancy 1 restores Treadshot to its original form

Centaur
The Centaur has been adjusted to be more reliable against garrisons and has been given increased speed and mobility to allow it to disengage more easily.

Damage in Hold modifier from false to true; all models in a garrison will now take Far AOE damage

Acceleration from 1.5 to 1.8

Speed from 4.6 to 5.2

Sherman Firefly
To preserve the Firefly's role as a long range, accurate tank destroyer while making the vehicle less potent at hunting down and killing enemy tanks on the move, the following changes have been made:

Accuracy from 0.08/0.07/0.05 to 0.06/0.05/0.04

Moving accuracy from 0.75 to 0.55

Tulip rockets no longer cancels move commands of the vehicle it hits

Tulip rocket damage against infantry to 33%

Veterancy 3 damage bonus from 80 to 40

Forward Assembly
The aura is being removed to decrease the potency of massed emplacements while the structure is given utility to provide more reliable healing over Infantry Sections.

Cost 250 to 200

Can be upgraded with medics for 60 munitions; all upgrades exclusive

Emplacement garrison aura removed

Advanced Fortifications upgrade removed

Repair Station engineers no longer repair the Assembly itself

Heavy Gammon Bomb
The Gammon Bomb is being brought more in-line with Satchel Charges to make it more accessible while preserving its role of denying area and clearing garrisons.

Cost from 75 to 50

Damage from 200 to 340

AOE distance from 1.5/3/4.5 to 1.25/2.5/3.75

PIATs
Given the lack of infantry snares, the PIAT is having its range increased to allow it to deter light vehicles.

Range from 30 to 35

Far accuracy from 0.038 to 0.025

Mid range from 15 to 25

Accuracy and penetration adjust to remain unchanged between range 0 to 25

25 Pounder Base Howitzers
We are changing 25 pounders so that they become effective as a fast-response artillery that can be used to negate buildings or take down enemy emplacements reliably.

Churchill MK IV Infantry Support Tank
Given its role as breakthrough unit that can soak up incoming fire. Smoke has also been adjusted to allow the tank to move ahead and cover the advance or to pull back from danger.

Population from 18 to 16

Smoke ability no longer decreases speed

Veterancy 1 crew weapons moving accuracy from 0.5 to 0.85

BUG FIXES & QUALITY OF LIFE

Fixed an exploit where it was possible to play mixed factions (Axis with Allies) in automatch

Crocodile main-cannon will now respond to attack commands. Added Hold Fire and Prioritise Vehicles abilities that the main cannon can benefit from.

A number of issues have been fixed revolving around the glider should it crash-land. The Headquarters Glider will now also be able to rebuild the Airlanding Officer should the unit be destroyed.

Fixed an issue where several vehicle units would prefer moving backwards than forwards. Backwards movement in right-click mode will only be engaged if reverse yields a significantly faster path.

Fixed an issue where remanned howitzer crew members would cost more to reinforce

Fixed an issue where certain infantry models were immune to death from flame weapons

Pak43 and 17 pounder now have Prioritise Vehicles permanently on

Grenadier LMG 42 now uses the proper upgrade icon.

Maxim Sustained Fire now uses the proper ability icon.

KV-8 Call-In ability now uses the proper unit icon.

Soviet and USF ATGs are no longer slowed by cover to match their Axis and British counterparts.

Soviet Roks 3 no longer has higher aim-times compared to other flamethrowers

Fixed an issue where Hold Fire would not work properly on mortars/Le.IG and the Pack Howitzer

Fixed an issue where the Veterancy 1 Soviet mortar flare ability would sometimes not trigger

Fixed an issue where the T-34 Ram ability would stun on deflection, but not on penetration.

Fixed an issue when 250 LMG Grenadiers did not have penalties when constructing objects and gained increased range on their grenade with veterancy

Fixed an issue where the AI would not upgrade healing or repairs for their respective structures.

Fixed an issue with infantry handheld AT weapons would not properly apply death criticals to vehicles when the target reaches 0% health.

Fixed an issue where the Bulldozer would fire fewer smoke rounds compared to the regular Sherman.

Fixed an issue where officer cost and reinforce times did not match with the rest of their squad (affects nearly every single officer squad)

Fixed an issue where Firefly tulips could apply their effects on infantry.

Fixed an issue where M2HBs and Dshka HMGs could not be targeted when abandoned.

Fixed an issue where certain infantry units awarded more experience than their actual entity cost would imply.

Fixed an issue where several call-in tanks would award significantly less experience when hit than their cost would imply

Fixed an issue where SU-85 Focus Sight and T-70 Recon abilities were not properly highlighted when on cooldown.

Fixed an issue where certain units could ‘double shot’.

Fixed an issue where certain MGs could not be upgraded with Ambush Camouflage when captured.

Fixed an issue where Ambush Camouflage did not properly apply at 1 CP

Fixed an issue where the Grenadier 250 Half-Track was 7 population versus the 5 of the Panzergrenadier 250 Half-Track.

Fixed an issue where Commandos previously took too long to regain their ambush bonuses when out of combat.

Fixed an issue where it was possible to hide the Sturmtiger aiming animation.

Fixed an issue that the Soviet Sniper would camouflage when only a single model was in cover.

Fixed a UI issue where the building preview was displaying longer MG weapon range than the actual one. This applies to Bunkers and Fighting Positions. (Seems fine on Bunkers, Fighting Pits has more range then UI indicates)

Fixed an issue where pinned squads under the effects of Raid Operation would be able to capture points with the ability on.

Fixed an issue where it was not possible to access the same abilities between certain units. This includes, Lieutenants, Sappers and Tommies.

Fixed an issue where machine guns that had the Ambush Camouflage Hold-Fire ability active upon death would not auto-acquire targets when they were recrewed.

Fixed an issue where the Bofors Barrage would continue, even if the Bofors lost its garrison bonus.

Fixed an issue where Mortar Pit Smoke Barrages left gaps within in its creeping barrage.

Fixed an issue where certain team weapons sometimes could have suppression modifiers permanently attached.

Fixed an issue where certain veterancy bonuses would not apply correctly to certain MGs and certain mortars

Fixed an issue where demo charges would deal double damage if detonated by weapons’ fire.

Fixed an issue where it was possible to stack multiple booby traps together on the same location.

Fixed an issue where Prioritise vehicles would sometimes not show when multiple AT guns were selected together

Emplacement range is now visible both when setting up and after they have been built

Fixed Hammer vehicle tracking would not refresh properly; duration from 15 secs to 9.5 to compensate

Recovery Sappers can now upgrade to heavy sappers and build structures, like regular sappers

Fixed an issue where some infantry squad models would cost more than 1 popcap

Fixed an issue where OKW starting weapon crew stats were superior to other faction weapon crews, and on-par with mainline infantry

Increased medic search radius for Battlegroup HQ and Forward Assemblies and made it impossible for players to place it too close to path blocking objects (to prevent squads from being stuck)

We are reducing the amount of unnecessary clicks surrounding stealth abilities by allowing the following units to move at their full speed when they have been revealed whilst the ability is still active.

GENERAL CHANGES

COMMANDER ABILITIES

USF

USF M83 Cluster Bombs
The following changes have been made to reduce the cluster bomb’s capability to wipe out squads upon deployment.
• Scatter changes and drop height changes

BRITISH

Commando Doctrine Assault
The following changes have been made to make this abilities cost better match its value and increase its usability.
• Weapon accuracy increased from 1.15 to 1.25
• Speed boost no longer applies to units in combat
• Cost reduced from 80 to 70
• Recharge time increased from 90 to 120

Smoke Raid
• Activation delay from 10 to 5
• Units built after the ability has been activated will now be affected by Smoke Raid

Royal Engineer’s Stand Fast
The make this commander less situational, the following change has been made.
• Replaced with Sapper flamethrowers

WEHRMACHT

Hull Down
To increase the usability of this ability, the following changes have been made
• Cast time from 15 secs to 7.5 secs
• Reload bonus removed; range bonus unchanged

Elite Troops Doctrine
Damage is being greatly reduced on stun grenades to solidify their role as a stun platform.
• Model 24 stun grenade damage from 40 to 10

OKW
• Valiant Assault recharge time has been increased from 60 to 120 seconds.

POPULATION CHANGES

Population has been adjusted across a number of units to encourage more diverse unit compositions.

MORTAR CHANGES

A number of general changes have been applied to a number of light indirect-fire options to reduce their squad wipe potential, improve anti-garrison counterplay, and reduce their range in the late game.
• Damage to garrisoned squads increased from 0.25 to 0.5
• AOE near damage multiplier decreased from 1 to 0.85
• Veterancy barrage range bonuses replaced by barrage scatter reduction for the majority of light indirect fire options.

3inch Mortar
Cost and barrage cooldown has been reduced to make the Mortar Pit more affordable and attractive as a source of indirect-fire.
• Barrage weapon cooldown increased by 1.25 seconds
• Manpower cost decreased from 400MP to 350MP
• Barrage cooldown from 40 seconds to 20 seconds
• Shots per mortar during barrage from 4 to 3

120mm Mortar
The 120mm is losing a member of its crew to make it more vulnerable to assaults and to compensate for its ability to operate at one man.
• Squad size reduced from 6 to 5
• Veterancy 2 20% increase to barrage accuracy removed
• Veterancy 3 range bonus replaced by 20% increase to barrage accuracy
• Smoke barrage ranged changed to 120

SNIPER RELATED CHANGES

• Fixed an issue where the Soviet sniper would be able to return to stealth fast
• Anti-garrison accuracy standardized to 100% for all snipers

A number of units have been given additional boosts to their MGs against snipers, increasing the number of mobile counters to these units.The following units’ hull MGs now have a 1.5 accuracy multiplier vs snipers
• USF: Stuart and Greyhound
• British: AEC
• Soviet: T-70
• Wehrmacht: Puma
• OKW: Puma, Panzer II

The 222 Scout car has had its coaxial MG34 accuracy penalty vs snipers removed, thus making this unit a stronger counter to snipers.

WEHRMACHT CHANGES

222 Armored Car
The 222 is receiving a cost adjustment to make it more viable early-mid game and easier to replace in the later stages should it be destroyed.
• Manpower cost reduced from 250 to 200
• Coaxial MG far accuracy increased from 0.27 to 0.32
• 20mm main gun no longer creates light cover
• Coaxial MG now obeys attack commands

Brummbar
The Brummbar is having its AOE adjusted to reduce its ability to wipe out full health units on the first shot, but still able to deal significant damage on misses.
• AOE distance changed from 1.25/2.5/3.75 to 0.625/1.25/6; applies to both auto-attack and bunker-buster
• AOE damage changed from 1/0.3/0.05 to 1/0.35/0.2; applies to both auto-attack and bunker-buster

Command Panzer 4
We are reducing the bonuses of the Command Panzer IV’s aura to decrease its potency around units such as the Stug G and Panther that are either incredibly cost effective with increased durability or have high durability to begin with.
• Damage reduction lowered from 20% to 10%

StuG G
The Stug’s high rate of fire is disproportionate to its cost, particularly when produced in numbers.
• Reload from 3.5/4.5 to 4.5/5.5

OKW CHANGES

Sturmpioneers
Concussion grenades have been adjusted to be less lethal; their main value will be their ability stun squads.
• Stun Grenade damage reduce from 20 to 10

Mechanized Regiment HQ
The Mechanized HQ is having its fuel cost slightly lowered to maintain current tech timings and make back-teching a more viable option.
• Fuel cost reduced from 50 to 45

Panzer II Luchs
The Luchs is having its build time reduced to give the unit more shock value upon arrival and to increase its window of opportunity.
• Build time reduced from 75 to 60

SdKfz 251/17 Flak Halftrack
The 251 flak is having its suppression reduced to prevent it from immediately pinning squads; smoke cost has been increased to make quick escapes more costly
• Suppression reduced from 0.3 to 0.15
• Concealment smoke increased from to 25/15 to 35/25 at veterancy 0/1

Flame Grenade - Volksgrenadiers
• Volksgrenadiers Flame Grenade now requires an SWS Supply Halftrack to be called to the field. The Halftrack does not need to be set up.

Sturmpioneer Medkits
• Medkits from Sturmpioneers now have an area of affect healing radius.

SOVIET CHANGES

Sniper
The Soviet sniper is becoming a 1-man/woman squad similar to the Wehrmacht and British snipers to allow more counter-sniper play from Wehrmacht players..
• Squad size reduced from 2 to 1
• Camouflage combat reset time from 16 to 10
• Camouflage revert time from 3 to 6
• Hitpoints increased from 64 to 82
• Population increased from 8 to 9
• Ready aim time changed to 1 (incorrectly stated as 1.5 previously)
• Cooldown changed to 3.5 (min) - 4 (max)
• Reload duration decreased from 5 to 4.5
• Reload frequency increased from 4 to 9
• Population from 8 to 9
• Out of cover camouflage decloak time increased by 2 seconds

Conscript PPSh
• PPSh upgrade cost increased from 40 to 60

SU-76
The reload time of the SU-76 is being increased to reduce its performance against armored vehicles.
• Reload speed increased from 2.9/3.4 to 3.9/4.4

PTRS (all variants)
We are lowering the PTRS’ deflection damage to reduce their impact against heavily armoured vehicles when attacking from the front.
• Deflection damage reduced from 20 to 10

IL-2 Loiter
The IL-2 Attack Loiter is having its damage reduced to lessen its ability to wipe infantry squads at full health.
• Damage from 5 to 3

BRITISH CHANGES

Bren Mk. II Light Machine Gun
Bren Guns are being adjusted to be less potent at range, though their price is being reduced to match their new performance.
• Sappers now use Tommy Bren Gun on pick up
• Cost from 60 to 45
• Accuracy reduced from 0.575/0.518/0.46 to 0.575/0.4144/0.391
• Mid range from 28 to 25

Vickers HMG
The Vickers is receiving a slight cost reduction to promote diverse build openings; suppression bonuses at veterancy 2 have also been added to help this unit scale into the late game.
• Cost reduced to 260
• Build time increased by 4 seconds
• Veterancy 2 now provides a 20% bonus to suppression
• Veterancy 1 garrisoned range and sight bonus reduced from +25% to +15%

BOIS Anti-Tank Infantry Sections
The AT Infantry Section will no longer be able to purchase upgrade kits due to their existing versatility.
• Can no longer upgrade Medkits/Pyro supplies
• AT nade range from 20 to 15

Cromwell
The Cromwell is having its cost reduced to better reflect its performance.
• Fuel cost from 120 to 110

AEC - Treadshot Ability
• Treadshot is once again an aimed ability
• Reading aim time increased from 1.5 to 2
• Far accuracy increased from 0.3 to 0.35
• Speed horizontal from 40 to 60
• Speed vertical from 17 to 25

Centaur
Scatter is being increased to reduce the Centaur’s offensive capabilities and ability to wipe units, even on retreat.
• Scatter angle/distance increased from 5/2.15 to 7.5/4.15
• 20mm Strafing Fire ability now has a minimum traverse of 15 meters
• 20mm Strafing Fire ability cost reduced from 50 to 30

6-pounder
The 6-pounder is having its bonus against heavy vehicles removed; it will still be capable of reliably striking light vehicles, but will no longer have a guaranteed chance to hit tanks.
• +50% accuracy bonus now only applies to light vehicles

Sapper Bren Guns
• Sappers are now able to equip 2x Bren Guns from weapon racks.

P47 Rocket Loiter
The P47 rocket attack was causing too much damage for its cost, particularly against larger vehicles where rockets had a low chance of missing.
• Damage from 80 to 65

M8 Greyhound
The M8 is having its damage lowered to make it less effective against vehicles; its performance against infantry will remain unaffected.
• Damage from 60 to 40
• AoE damage changed from 0.8/0.28/0.04 to 1/0.42/0.06

Jackson
We are removing the M36’s extra sight bonuses. The Jackson will still be an effective tank destroyer due to its high mobility, penetration, range and damage.
• Sight reduced from 40 to 35
• Veterancy 2 sight bonus removed

MAP CHANGES AND FIXES

1vs1

Semoskiy Winter
• Wooden fence in the cemetery was passable for infantry. This has been corrected.

2vs2

Semoskiy Winter
• Wooden fence in the cemetery was passable for infantry. This has been corrected.

Poltawa
• A patch of the map near the South West fuel point did not display fog of war properly. This has been corrected.

Rhzev Winter - Custom Games Only
• An additional map entry point in the South has been removed.
• Graphical issues with the new shoreline have been adjusted so that everything blends more smoothly. This includes height mapping issues on several roads.
• HQ markers, territory points, map entry points and bunker markers in the area of the North spawn have all been adapted to ensure ownership belongs to players 3 and 4. This should prevent the errors on this map with player 1 having ownership of the North territory.
• Deep snow has been removed across the entire map, as many areas were completely missed. Areas of snow will still leave footprints and tracks, but won’t affect gameplay at all.

3vs3

Port of Hamburg
• Tweaked pathing from North and South side from the bases to the middle of the map
• Some missing texture bugs from the live version have been fixed
• Removed two spawns for consistency.

Rzhev Winter
• An additional map entry point in the South has been removed.
• Graphical issues with the new shoreline have been adjusted so that everything blends more smoothly. This includes height mapping issues on several roads.
• HQ markers, territory points, map entry points and bunker markers in the area of the North spawn have all been adapted to ensure ownership belongs to players 3 and 4. This should prevent the errors on this map with player 1 having ownership of the North territory.
• Deep snow has been removed across the entire map, as many areas were completely missed. Areas of snow will still leave footprints and tracks, but won’t affect gameplay at all

LaGleize
• Removed some pieces of fencing on left and right VP to make pathing more balanced for both sides.
• Removed one fence on the right hand of the map between Munitions and VP to provide better pathing
• Removed the windows on the house near the western cutoff to better balance the map.
• Improved general pathing near the central VP

4vs4

Port of Hamburg
• Tweaked pathing from the North and South side from the bases to the middle of the map
• Some missing texture bugs from the live version have been fixed

LaGleize
• Removed some pieces of fencing on left and right VP to make pathing more balanced for both sides.
• Removed one fence on the right hand of the map between Munitions and VP to provide better pathing
• Removed the windows on the house near the western cutoff to better balance the map.
• Improved general pathing near the central VP

• Fixed an issue where a recrewed 120mm Mortar could be recrewed with up to six men, as opposed to the intended 5 men.
• Fixed an issue with Engineers not being able to plant demolition charges.
• Fixed and issue where Guard Squads were requiring 3 Command Points for call in, despite the UI saying 2. Guards are now available from 2 Command Points.
• Fixed an issue where PTRS Rifles for Penals and Guards were doing 50% reduced damage vs buildings.

OKW FIXES

• Fixed an issue where Panzer IV and Panther tanks were getting a 50% accuracy increase against snipers.
• Fixed an issue where MP40 Volksgrenadiers would still have access to the flame grenade in the Firestorm Doctrine. Volksgrenadiers now only have access to a regular grenade after upgrading to the Assault Package.
• Battlegroup HQ cost has been reverted to 25 fuel.

WEHRMACHT FIXES

• Fixed an issue where Hull Down would automatically cancel and not activate after completion. Hull Down should now work as intended. Note: The animation for the sandbags will continue to run after the squad has completed building for a few additional seconds.
• Panther Veterancy 2 text now states its increased amour bonus correctly.
• Fixed an issue where Panzer Grenadiers could no longer re-buy their Panzershrecks if lost. Cost adjusted accordingly.
• Wehmacht Mortar Half Track cost changed from 40 to 30 fuel, as originally intended.

ADDITIONAL INTENDED CHANGES

Due to multiple people working from the same document, some intended changes were not communicated in the patch notes. The following changes are intended, and are live in game. They will be added or amended in the changelog patchnotes.

• Valiant Assault recharge time has been increased from 60 to 120 seconds.
• Volksgrenadiers flame grenade now requires an SWS Supply Halftrack to be called to the field. The Halftrack does not need to be set up.
• Medkits from Sturmpioneers now have an area of affect healing radius.
• Sappers are now supposed to be able to equip 2x Bren Guns from weapon racks. This was not included in the patch notes.
• The Soviet Snipers ready-aim time was incorrectly stated as 1.5 when it is actually set to 1.